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three

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JavaScript 3D library

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import { attribute } from '../core/AttributeNode.js'; import { Fn, vec3, vec4 } from '../tsl/TSLCore.js'; import { modelWorldMatrix } from './ModelNode.js'; import { cameraProjectionMatrixInverse } from './Camera.js'; import { warnOnce } from '../../utils.js'; /** * TSL object that represents the clip space position of the current rendered object. * * @tsl * @type {VaryingNode<vec4>} */ export const clipSpace = /*@__PURE__*/ ( Fn( ( builder ) => { if ( builder.shaderStage !== 'fragment' ) { warnOnce( 'TSL: `clipSpace` is only available in fragment stage.' ); return vec4(); } return builder.context.clipSpace.toVarying( 'v_clipSpace' ); } ).once() )(); /** * TSL object that represents the position attribute of the current rendered object. * * @tsl * @type {AttributeNode<vec3>} */ export const positionGeometry = /*@__PURE__*/ attribute( 'position', 'vec3' ); /** * TSL object that represents the vertex position in local space of the current rendered object. * * @tsl * @type {AttributeNode<vec3>} */ export const positionLocal = /*@__PURE__*/ positionGeometry.toVarying( 'positionLocal' ); /** * TSL object that represents the previous vertex position in local space of the current rendered object. * Used in context of {@link VelocityNode} for rendering motion vectors. * * @tsl * @type {AttributeNode<vec3>} */ export const positionPrevious = /*@__PURE__*/ positionGeometry.toVarying( 'positionPrevious' ); /** * TSL object that represents the vertex position in world space of the current rendered object. * * @tsl * @type {VaryingNode<vec3>} */ export const positionWorld = /*@__PURE__*/ ( Fn( ( builder ) => { return modelWorldMatrix.mul( positionLocal ).xyz.toVarying( builder.getSubBuildProperty( 'v_positionWorld' ) ); }, 'vec3' ).once( [ 'POSITION' ] ) )(); /** * TSL object that represents the position world direction of the current rendered object. * * @tsl * @type {Node<vec3>} */ export const positionWorldDirection = /*@__PURE__*/ ( Fn( () => { const vertexPWD = positionLocal.transformDirection( modelWorldMatrix ).toVarying( 'v_positionWorldDirection' ); return vertexPWD.normalize().toVar( 'positionWorldDirection' ); }, 'vec3' ).once( [ 'POSITION' ] ) )(); /** * TSL object that represents the vertex position in view space of the current rendered object. * * @tsl * @type {VaryingNode<vec3>} */ export const positionView = /*@__PURE__*/ ( Fn( ( builder ) => { if ( builder.shaderStage === 'fragment' && builder.material.vertexNode ) { // reconstruct view position from clip space const viewPos = cameraProjectionMatrixInverse.mul( clipSpace ); return viewPos.xyz.div( viewPos.w ).toVar( 'positionView' ); } return builder.context.setupPositionView().toVarying( 'v_positionView' ); }, 'vec3' ).once( [ 'POSITION', 'VERTEX' ] ) )(); /** * TSL object that represents the position view direction of the current rendered object. * * @tsl * @type {VaryingNode<vec3>} */ export const positionViewDirection = /*@__PURE__*/ ( Fn( ( builder ) => { let output; if ( builder.camera.isOrthographicCamera ) { output = vec3( 0, 0, 1 ); } else { output = positionView.negate().toVarying( 'v_positionViewDirection' ).normalize(); } return output.toVar( 'positionViewDirection' ); }, 'vec3' ).once( [ 'POSITION' ] ) )();